30 September 2009

Version 0.1.1

Version 0.1.1

Not a whole lot to say thus far....this is more of a daily release more than anything.

I have made the build menu a bit bigger. The text is still pre-rendered on the buttons, but I will later fix that. It's irrelevant at the moment, so whatever. Haha.


Information about each unit will appear toward the bottom of the menu. Although I have the hot spots figured out, I need to add some sort of cursor or animation to denote that, other than having the info display. I'm dreading animating sprites, because I've had major problems with it on past projects. But it will need to happen.

TO DO [before version 0.1.4]
- Divide sprite sheets into something the game engine can read, and CREATE ANIMATIONS [highest priority]
- Display each army's current funding, and disable units on the deployment menu that are too expensive [high priority]
- Put units in place [high priority]
- Movement logic [low priority]

Well, I got some work to do before then!! Haha.

Anyway, the basic nine army units:
INFANTRY
Rifle Squad - "This basic infantry unit is the core of the Army. Can climb mountains and capture cities."
These guys are the cheapest unit to build. They are your key to making money, as they capture cities. For those unfamiliar with the Advance Wars series, every turn, you receive money (taxes or something) from each city you have under your control.

Weapons Squad - "This unit augments a platoon's offensive power. Carries anti-tank weapons."
These guys cost twice as much to train than a normal rifle squad. They exist in real infantry platoons, and so they exist here. However, much like in Famicom Wars, they can't capture cities. They do possess anti-tank weapons which are very effective against Armor units.
I think however, I might attempt to give them some more usefulness. For one, a bit more extra ammo...they start with 2 anti-tank weapons, so I might give 'em 3 or 4. Also, I might make them able to use mortars; not as effective as the Field Battery, but a bit more menacing. The unit possess two (or three) weapons: assault rifle, AT weapons (look up the AT4), and possibly mortar tubes. The game will pick the appropriate weapon for the enemy, unless the weapon is out of ammo. We'll see how the balance goes.

Special Forces - "This elite unit can capture cities and climb mountains twice as fast as other squads."
The Special Forces are the most expensive infantry unit available. They are not in the original game, so I'm going to have to figure out an appropriate balance. They can move through mountains with much more ease than a rifle squad. They also have the ability to capture cities much faster. However, they cannot be resupplied in this state.
We'll see how they work.

ARMOR
Cav Scouts - "A lightly armored unit designed to get in and get out, but can fight if needed."
This is the War Machine equivalent of a Transport. However, I decided to rename it as what I see it used as most...a first response vehicle. It's quick and wins easily against infantry units, unless facing the AT weapons of the Weapons Squad. It can also transport units; however, loading and unloading operations will not allow that unit to attack.

Light Armor - "This company of tanks can decimate infantry. Death before dismount!"
These tanks are cheap and fairly powerful. However, they can't move quickly. But they are excellent for dealing with most other units.

Main Battle Tanks - "These behemoths are built to engage, endure, and survive."
These heavy tanks cost the most of any unit available, but they bring incredible firepower to the battle. They are also very resilient; they can even stand toe-to-toe with the Weapons Squad. However, if another MBT attacks first, it will have the advantage, and the outcome with your enemy remaining with 6 tanks to your 5. Beware Heavy Artillery!

ARTILLERY
Field Battery - "Mobile howitzers designed for indirect attacks (10-15 km)."
If each grid square should be about 5 klicks, or kilometers. 2-3 grid spaces is fairly realistic. This unit cannot attack directly and CANNOT attack after moving. It's pretty effective against most units out in the open; however, cities and forests give the units very good cover.

Heavy Artillery - "The King of Battle; rains down fire from a great distance (15-25 km)."
Much like its smaller variant, this unit indirectly fires on units 3-5 grid squares away. Anything out in the open within range can almost be completely decimated. Other Heavy Artillery batteries and the Main Battle Tank can cause equal devastation, and the Light Tank can do some serious damage, but other units will not be as effective. Having one of these in a city surrounded by tanks can pose a very grave threat.

LOGISTICS
Supply Convoy - "Refuels and rearms units in the field, but cannot counterattack."
This unit is non-combative. It cannot fight back, which makes it a very vulnerable target. However, it can resupply any units in the field except Special Forces, which can be incredibly helpful if you can't get to a city.


Possible additional units:
I haven't included the AA Tank and AA Battery. Why? Because, they're unnecessary right now.
However, I might want to add a couple of different units...

Combat Engineers
They would be able to go out into the field and build vehicles without being at an HQ. However, while working on a project, they would not be able to counter-attack.

Armored Convoy
A convoy with stronger armor and the ability to counter-attack. Nothing impressive, and it could not take offensive action.

Rangers / Shock Troopers
This would come from dividing the Special Forces if I felt they were overpowered. Rangers would have the ability to move easily through mountains and forest, and Shock Troopers would be able to take control of a city twice as fast as other infantry.

Ideas, ideas...well, I've been working on this post for an hour. Time to put these ideas to work!

29 September 2009

Version 0.1.0

Version 0.1.0

Well, I'm not sure about the Mac build, but the Windows build works. So, I've decided to press forward.

Today, I worked the unit generation algorithm. Right now, I can only build two units: a Rifle Squad (light infantry; the basic unit) and a Weapons Squad (heavy infantry; essentially the "Mech" soldier from Famicom Wars).
While right now, they don't generate anything on the map, the game knows there. Tomorrow, I should be able to start basic movement logic.

Nothing too impressive to show, except for the "Deploy Units" menu. Although, now that I'm looking at it, it looks sort of small. I'll probably make it bigger.

Screen:

You might notice the characters.
I took them rather shamelessly from a rip done by "NO Body" (seriously, that's his/her online alias), to kudos to that individual. The source is from Super Famicom Wars. I want to have my own graphics, and I don't plan on releasing a final product with these. However, that's not a big concern right now, so I'm using someone else's work. My bad.

Anyways, each unit should also be identified on the map by chevrons. One chevron (i.e. the Rifle Squad and the Cavalry Scouts) means a more junior unit per branch. Following the traditions of the U.S. Army, the chevrons are color-coded; I didn't pick the colors at random! Light blue for infantry units, yellow for armor units, scarlet (which I'm very certain is just plain ol' red) for the artillery pieces, and buff (a golden color) for the logistic unit, the Supply Convoy (Sustinendum Victoriam!).

Expect a tech demo around 0.1.2 or 0.1.3. You'll be able to create units, and move them, but not battle 'em.

27 September 2009

0.0.x VERSION TEST!

Please try one of these versions of the game:

Mac
Windows (build on XP, but it shouldn't have any problems with Vista...I hope)

Let me know if the game worked for you!
If you know me, shoot me a PM or an IM.
If you don't know me, leave a comment.

Road map to version 0.1.0-0.3.0

Well, since I'm pretty close to the next milestone, I want to put down what I project as my road map.

0.0.x: Core
0.0.8 - Terrain Association
0.0.9 - Port to Windows and further bug-testing on Mac OS X and Windows.
0.1.0 - Completion of Core phase

0.1.x: Unit Generation, Movement, and Management
0.2.x: Unit Combat and Support Actions/Engagement (unit v. unit) Logic
0.3.x: Combat Animation/Battle (general v. general) Logic

Hopefully, I will be able to get Terrain Association done pretty quickly. I'm not looking forward to porting this game to Windows, but it will get done. I am also worried about this game working on other Macs; one of my friends is having trouble running it. I have Leopard (10.5), and my buddy has Snow Leopard (10.6) so that might be the problem right there.
My mom has a Mac of her own, so sometime I will head to her house and try running it there. Since she has Tiger (10.4), that might help me figure out if it's a problem with the new OS.

Version 0.0.7

Version 0.0.7

Changes:
-The .ogg files have been converted from the source .aif files using Audacity; this removed the distortion when the music files loop back to the beginning. However, there is still a gap in the music. This will hopefully be resolved much later in development.
-The cursor has been altered. Before, all four corners were white. Now, depending on whose turn it is, the upper-right and lower-left corners change colors to match the player's colors.
-The sidebars have been removed. Now, the water fills the rest of the screen out, making the island look more like an island. The generals' avatars have been move to the bottom corners of the screen.
-Moving over each of the generals' avatars makes them "give commands" (i.e. their mouths open to denote that you are over them!). If you click on them, a pop-up menu will open. If you click on your general, your funds and the day counter will appear, as well as two buttons: "End Turn" and "Surrender." (In later builds, if you click on your opponent's avatar, information on them will appear; I probably won't incorporate that until I make the funding and day functional.)
-The buttons are functional! However, if you choose "Surrender," the game will quit. This will be changed as I flesh the menu out, but that is much farther down the line.
-The pop-up menus can be closed in two ways: clicking again on the general or right-clicking outside of the menu

Screenshots:

The updated menu screen. I decided to remove the crosshairs.


The new map screen. Notice how Gen. Worm's mouth is open. If I click....


...I get this pop-up menu:

Gen. AverageSoftware's pop-up menu:

24 September 2009

Version 0.0.5 through 0.0.6

Version 0.0.6

This revision comes with a number of changes, both external and internal.

Externally:
  • The cross-hairs have been thinned out (the transparency effect was not preserved when the app blits the image; as this is cosmetic, I may or may not address this later.
  • I added an "Quit Game" button.
  • On the test map, now there is a cursor that fills the grid square that the mouse is over. In the screen shot, you'll notice the cursor in the upper-right corner (I'm not sure if my screen cap program has hot keys, so I had to move from the game window to take the shot).
Internally:

  • I have started building the grid system. I'm not exactly sure what I'm going to do, but I am thinking about using some arrays. Yes, I know there are more efficient ways to do this, but for now, I'm worried about functionality, not optimization. And as I learn as I go, I'm going to do the easier thing first. Haha.
  • I also reworked the game's flow of logic. The cursor and cross-hairs were flickering before, but this resolved the problem.
Screen shot:

TO DO:
- Continue work on the game logic/grid system, hopefully leading to unit identification/creation and terrain association [since ver. 0.0.3; now high priority]
- Reduce the clutter of the sidebars [low priority]

Version 0.0.5

Nothing incredibly exciting in this build. Generally, I wouldn't have assigned a new revision number for this release, but it took more research than usual, and I had a hell of a time debugging it. But, essentially what I did is made cross-hairs that follow the mouse.

Most likely I will disable them in later releases, but for now they provide feedback to let me know the engine at least knows where the mouse is (and will be clicking).

But more importantly, it allows me to enable "buttons." For this release, I added a "Start Game" button.

15 September 2009

Version 0.0.4

Version 0.0.4

In this version, I successfully integrated the map and the game program. When you click on the title screen, it will load the test map and will display information of the two "commanders."

Here is a video. Not a whole lot happens, which is to be expected. There would be music and sound here, except for the fact that my video capture software uses the mic, and the fans like to kick in really loudly.

Watch the video here.

TO DO:
-Develop a cursor that follows mouse (or key instructions) [since 0.0.3; now high priority]
-Make the lilac color on the avatars transparent [low priority]

Version 0.0.1 through 0.0.3

Version 0.0.3

This version generates a world map from a chipset. Unfortunately, it's hard-coded into the program right now, but it does generate the map that I want.
I created a new project to build this with, and I will later integrate it into the main program. I decided a resolution of 800 x 500 would be good, but those are really just arbitrary numbers. This has a resolution of 512 x 480, which is 16 x 14 of 32-pixel squares. I'll admit that it looks pretty ugly; I'm not really a graphic designer, so I basically cannibalized an old chipset from RPG Maker 2000. However, the test map looks essentially like the map I'm trying to copy, Bean Island from (Super) Famicom Wars, so I'm not that upset.

Screens:

The map my game generated:


The map from Super Famicom Wars:


TO DO:
-Integrate map display into main program [high priority]
-Develop a cursor that follows mouse (or key instructions) [standard priority]
-Develop camera system to follow mouse or cursor [low priority]
-Establish terrain association [low priority]

Version 0.0.2

This version adds sound. The main theme begins playing upon starting the application. Upon a left click, a sword sound effect plays, and the music switches to the "Player 1" planning theme. This will be later worked into a transition when clicking will begin the game (eventually, it will display a menu, but that's not really necessary right now).

This version adds the Ogg and Vorbis libraries; I need to get these working (or an acceptable substitute) for Windows builds.

TO DO:
-Compile or find Ogg and Vorbis libraries or the SMPEG library to enable music playback on Windows [low priority]

Screen:


TO DO:
-Fix the static noise when the music loops to beginning. [low priority]

Version 0.0.1:

This version displays a generic title card (red gradient), and displays the title, copyright info, and version number.

This version is compiled with the SDL, SDL_ttf, and SDL_img libraries.